Dwarves
#901
Posted 28 February 2009 - 01:11 PM
(yes,it looks like WoW I know hehe)
#902
Posted 28 February 2009 - 01:12 PM
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I had the meaning of life in my signature, but it exceeded the character limit.
#904
Posted 28 February 2009 - 01:24 PM
#905
Posted 28 February 2009 - 02:18 PM
#907
Posted 28 February 2009 - 03:20 PM
But yeah, it should be unique and reasonable
Edited by dojob, 28 February 2009 - 03:21 PM.
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And please add Bear-mans
#908
Posted 28 February 2009 - 10:09 PM
#909
Posted 28 February 2009 - 10:13 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#910
Posted 02 March 2009 - 01:11 PM
the problem is that this game doesnt take place at the same point as the hobbit. it takes place years later during the wotr, so anyone dead before then is pretty much out of the question as far as im concerned (excluding angmar and arnor of course).
As I said already, this fact shouldn't bother most people. The game is only based loosely around the timeline of the War of the Ring, and the time relation isn't supposed to be realistic in the game or the mod (take the case of Azog, for instance, who was killed by Dain long before even the events of The Hobbit, and those two Troll heroes you have in with the Goblins who claim to have been at Fornost, and the way you can have three or four Kings of Arnor alive at once, and so on and so forth), and I think I can safely speak for most players that they'd rather have Bard and Beorn, who they love and are familiar with, and whose powers have clear relations to their characters in the book, than random descendants of theirs who get little more than a mention in the story. I think most people would really like to be able to recruit Bard and Beorn, and that such a small and already overlooked problem with timing shouldn't get in the way of what could potentially be great additions to the Dwarven faction. I reckon this needs RJ's attention.
I've already said everything that needs to be said about Axe-Throwers. As far as I'm concerned, it would be ridiculous for them to go. As for the problem of ammunition for them, it's not unreasonable that you could carry a large sort of quiver with a few small throwing axes in them, and then go and collect the axes from dead bodies once they've been thrown. They're unique, they're useful and they're fun. I'm afraid I have trouble imagining Dwarves throwing spears, which makes even less sense.
I'd keep the Dwarf upgrades the way they are. If you have a problem with getting upgrades and siege at the same time you can always build two forges, they aren't that expensive to build.
And by the way, if anyone mentions Dwarf Riflemen again I'll tear out their sinuses. There are some things you just don't bring up.
...
ALTHOUGH TECHNICALLY YOU COULD HAVE URUKS THROWING GRENADES *gets shot*
Edited by Hasfusel, 02 March 2009 - 01:15 PM.
#911
Posted 02 March 2009 - 01:47 PM
About the AT they would be really cool that way hasfusel. If they had to throw the axes and then pick them up after the battle I'd buy them lol. Throwing spears isn't a really good option I think, the spears would be bigger than them lol.
I think there's no ranged unit that could fit the dwarves as the AT. So maybe if they have 10 axes (If possible make the projectile graphics a little bit smaller) and then they would have to pick them up, it would be cool.
Anyways, it needs coding though :/
#912
Posted 02 March 2009 - 05:55 PM
Maybe this could function best as a building from one of the fortress's buildplots that sends out workers to heal the buildings within the fortress's build area?Just an idea thats popped into my head: dwarves have a hearth for healing troops, but as they are good craftsmen why not have a building that heals walls and buildings? It would act the same way as a hearth, you build it near other buildings and when they get damaged the *havent thought of a name* heals it.
It could look like a mini mine and when a building needs reparing, a builder comes out and start hammering away. There could also be an upgrade where more than one builder comes out and that increases the repair time. Good idea?
and lets add hooded Men of Dale with Molotovs and knives
#913
Posted 02 March 2009 - 11:27 PM
NOW GET BACK ON TOPIC!!!
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I had the meaning of life in my signature, but it exceeded the character limit.
#914
Posted 02 March 2009 - 11:28 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#915
Posted 03 March 2009 - 09:54 AM
I'm not too keen on a repair building because it would be useless most of the time. I'd just allow you to research a Fortress or Forge upgrade that allows your builders to repair buildings.
#916
Posted 03 March 2009 - 07:40 PM
Maybe this could function best as a building from one of the fortress's buildplots that sends out workers to heal the buildings within the fortress's build area?Just an idea thats popped into my head: dwarves have a hearth for healing troops, but as they are good craftsmen why not have a building that heals walls and buildings? It would act the same way as a hearth, you build it near other buildings and when they get damaged the *havent thought of a name* heals it.
It could look like a mini mine and when a building needs reparing, a builder comes out and start hammering away. There could also be an upgrade where more than one builder comes out and that increases the repair time. Good idea?
#917
Posted 03 March 2009 - 08:26 PM
Edited by *Ranger*, 03 March 2009 - 08:26 PM.
#919
Posted 03 March 2009 - 10:14 PM
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I agree, I mean what's the use of builders in late-game if they can't repair buildings, it's practically nescessary for every faction.
#920
Posted 03 March 2009 - 11:52 PM
i would rather not have the building-well thingy () be a fortress expansion because that (1) seriously limits its area of effectiveness, (2) is very close to something another faction already has in the upcoming release, and (3) is not nearly as fun.
it certainly makes sense to have the building simply house workers that would heal the buildings, rather than it being an aura like it is for wells though.
i dont see anything wrong with axing axe throwers (get it? ) and replacing them with archers. if we do this, it is possible (and favored by a few of us) to give certain dwarven infantry an axe throw ability. it certainly makes more logical sense than a unit that only throws axes, and it makes the dwarves a heck of a lot more unique. now the new ability would need to have a longer recharge time than its cousin (gimli's power), and would certainly need to do less damage methinks, but i dont see why it wouldnt work.
and yes, i am going to keep rehashing this idea until it gets added
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